I was going to build a bladesinger and was looking to optimize it. It seems to me that it might be optimal to get first level as a fighter before moving on to bladesinging. My thought was:
The build is pretty standard until character level 7, when they unlock bladesinger 6 for extra attack. At this point, they unlock the true power of their attack sequence:
Equipped: Quarterstaff & Scimitar
Attack Action:
attack with scimitar (nick)
sheath scimitar and draw shortsword (dual wielder bonus interactions on attack)
nick attack with shortsword (vex)
extra attack - cast True Strike and attack with quarterstaff (topple)
sheath shortsword and draw scimitar (dual wielder bonus interactions on attack)
Bonus Action:
cast Shillelagh if not active, or
use dual wielder bonus attack with quarterstaff (topple again if needed)
That's four attacks per round, two of which do force damage, one of which gets a good chunk of extra radiant damage. Plus at character level 8, bladesinger will get access to conjure minor elementals, so up to 8d8 additional damage every round. I'd take War Caster at bladesinger 8, but past that I haven't figured out what feats to go for. For example, I might do cold caster and elemental adept (cold) to max out my int, pierce cold resistance, and hurt a target's saving throws 1/round when attacking with cold damage from conjure minor elementals.
Make sure your dm is OK with you casting with your hands full all the time, should be OK as a bladesigner but check.
I would also ask about storing and drawing weapon every turn, legal raw but not ever dm is going to love it.
Would also check that dm is OK with the interaction of nick and dual wielder giving you two extra attacks, is how it works raw but worth discussing.
14th level ability is redundant with dual welder but pretty late.
You might want to consider war caster, you have proficiency and int added to concentration so might be enough but you are taking lots of hits and losing cme sucks.
Playing a single class blade singer using Shillelagh and blade song can jam your bonus action, it is not a problem but is something to be aware of.
The marginal damage increase you get out of it is less than the marginal damage increase you get by attacking again with your quarterstaff for a round.
Also, unless you really love topple (which I suppose you do), I'm not convinced that you're gaining much with all the weapon swapping that you don't get from just attacking more with a vex weapon.
Also, some of the rules interpretations you're using to get this to work are iffy at best:
sheath scimitar and draw shortsword (dual wielder bonus interactions on attack)
nick attack with shortsword (vex)
extra attack - cast True Strike and attack with quarterstaff (topple)
sheath shortsword and draw scimitar (dual wielder bonus interactions on attack)
Most people's interpretation of DW is that you can draw two or stow two, but not draw and stow. If your DM disagrees, more power to you, but they may well not.
Whether you get to draw or stow on the True Strike is an interesting question:
There's a line of argument that you're not making an attack there as part of your attack action -- you're casting a spell, and the fact that the spell involves a weapon attack doesn't matter; the spell creates separation between the attack and the action
There's another line that the weapon attack made during the attack action is sufficient to make it part of the attack action, even though there's a spell detaching it from the standard attack action
There's a third line that would let you draw or stow even if you cast Fire Bolt, on the grounds that it's still consuming one of your attacks
Once again, your DM will determine the answer. Neither of these points has a RAW answer, though the draw/stow one is approximately 95% RAW against you.
The marginal damage increase you get out of it is less than the marginal damage increase you get by attacking again with your quarterstaff for a round.
Shillelagh is great. At level 5, you're looking at ~2 damage more per swing. At higher levels, that gets as high as ~4 damage per swing. Not only that, but it gives you the option of doing force damage. What's not to love? With 2 attacks per round, it's 8 damage per round bonus over just using a d6 weapon, or at least a couple damage higher than when using a d8 weapon like rapier.
Most people's interpretation of DW is that you can draw two or stow two, but not draw and stow. If your DM disagrees, more power to you, but they may well not.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
I guess a person could interpret it as having to do the same operation to both weapons. If that's the case, though, it's not a big deal. You just have to adjust the attacks like so:
Attack Action Attack 1: Shortsword Attack (stow)
Attack Action Attack 2: True Strike Quarterstaff (draw scimitar) (which, btw, "you make one attack with the weapon" -- there's no ambiguity with True Strike and weapon draw/stow)
Problem solved. This actually works better. Nick, in 5.5e, no longer has language that forces the nick weapon to be in one's hand when starting the attack action. So this way, you trigger vex and go for the fast prone condition, then the rest of the attacks are all at advantage.
Make sure your dm is OK with you casting with your hands full all the time, should be OK as a bladesigner but check.
It shouldn't be an issue since I can just stow a weapon before I cast True Strike. With that I'll always have a free hand when I cast True Strike.
14th level ability is redundant with dual welder but pretty late.
Yeah that's unfortunate. However, I need dual wielder to work with Shillelagh staff anyway. I could use a club, but then I lose topple, which is pretty nice since I'm on top of people already.
You might want to consider war caster, you have proficiency and int added to concentration so might be enough but you are taking lots of hits and losing cme sucks.
War Caster is already in my plan for my level 8 wizard feat. I agree that it's a must-have!
Playing a single class blade singer using Shillelagh and blade song can jam your bonus action, it is not a problem but is something to be aware of.
I considered just using a club and dropping dual wielder, but topple on the quarterstaff is so much better than slow on the club, plus getting the bonus action attack so much earlier is great, too.
I am enjoying the character and hope you do also.
I'm glad you're having a good time with it! I hope I can develop this guy out over a nice, long campaign. There's something cool about a fighting wizard swapping weapons around. It's like a magical whirlwind flurry or something.
If your plan is to play this character is to use that attack sequence as your go-to combat style then you'd be much better off going Eldritch Knight rather than bladesigner as you would unlock that attack sequence at the same level (7) but would have had Extra Attack since level 5, and would have an extra ASI allowing you to have increased your INT to +4 by then instead of the +3 your proposed build will have. Plus you could have STR as your secondary stat giving you 18 AC through heavy armour, rather than AC of 16 you'd have with Studded Leather and +3 DEX.
sheath scimitar and draw shortsword (dual wielder bonus interactions on attack)
nick attack with shortsword (vex)
extra attack - cast True Strike and attack with quarterstaff (topple)
sheath shortsword and draw scimitar (dual wielder bonus interactions on attack)
Bonus Action:
cast Shillelagh if not active, or
use dual wielder bonus attack with quarterstaff (topple again if needed)
This rotation doesn't actually work. You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar. And it must happen after making an attack with a different Light weapon.
So you'd need to start by holding a Shortsword + Quarterstaff.
If your plan is to play this character is to use that attack sequence as your go-to combat style then you'd be much better off going Eldritch Knight rather than bladesigner as you would unlock that attack sequence at the same level (7) but would have had Extra Attack since level 5, and would have an extra ASI allowing you to have increased your INT to +4 by then instead of the +3 your proposed build will have. Plus you could have STR as your secondary stat giving you 18 AC through heavy armour, rather than AC of 16 you'd have with Studded Leather and +3 DEX.
Actually, blade singers cannot wear any armor. I would be using mage armor along with the bladesinger bonuses. If I don armor or use a shield, blade song ends instantly. Being a blade singer gives me access to the full nine levels of wizard spells. Also I don't want to be an eldritch knight, i want to be a bladesinger 😁
You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar.
That is not even close to a universally accepted interpretation
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This rotation doesn't actually work. You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar. And it must happen after making an attack with a different Light weapon.
The timing of Nick is much debated, and ultimately unwritten. It's yet another rules call for their DM.
But ultimately, whether it's Nick on enabling attack, or Nick on light property attack, it doesn't affect their sequencing -- they just exchange the two in the order.
The marginal damage increase you get out of it is less than the marginal damage increase you get by attacking again with your quarterstaff for a round.
Shillelagh is great. At level 5, you're looking at ~2 damage more per swing. At higher levels, that gets as high as ~4 damage per swing. Not only that, but it gives you the option of doing force damage. What's not to love?
Force damage is mostly irrelevant, especially in 5.5 -- resistance to bludgeoning isn't that common, and you're a wizard, so you have better options when it comes up. (Which adds even more dubiousness to your spell choice. Why Shillelagh and not Shadow Blade or some other magical weapon spell.)
And, while 2 damage may be better than nothing, it's not a big deal all told, especially when you're giving up an origin feat just to get it. Savage attacker might actually be better, especially when combined with getting a bonus action attack round one. (Not gonna do the math on that -- I totally don't care enough, and it's complex.)
(And your damage numbers at 17th level are way too far away to be a primary concern, unless you're just theorycrafting.)
Attack Action Attack 2: True Strike Quarterstaff (draw scimitar) (which, btw, "you make one attack with the weapon" -- there's no ambiguity with True Strike and weapon draw/stow)
Don't know what you're quoting here. The relevant text from the entry in the glossary is:
You can either equip or unequip one weapon when you make an attack as part of this action.
And there are people on here who will fight you on what gets to be part of the attack action.
Even I, who have a much more permissive stance on rules interpretation than many here, am unsure you're not way out over your skis on this one. (Mostly because we're talking about replacement abilities, which have very little actual text to work with when understanding how they work in the rules model.)
Force damage is mostly irrelevant, especially in 5.5 -- resistance to bludgeoning isn't that common, and you're a wizard, so you have better options when it comes up. (Which adds even more dubiousness to your spell choice. Why Shillelagh and not Shadow Blade or some other magical weapon spell.)
The main reason is that, as I mentioned in the title, 5e legacy stuff isn't allowed, especially Tasha's. So shadow blade is not in the game. The only books to which we will have access are the 5.5e specific publishes. I don't have booming blade, green fire blade, or many of the other things that a lot of people take for granted such as the obviously amazing Shadow blade.
I realize now though that I can't sheath or unsheath a weapon during the bonus action attack , so I'll have to see how the DM interprets the dual wield thing.
I was going to build a bladesinger and was looking to optimize it. It seems to me that it might be optimal to get first level as a fighter before moving on to bladesinging. My thought was:
The build is pretty standard until character level 7, when they unlock bladesinger 6 for extra attack. At this point, they unlock the true power of their attack sequence:
Equipped: Quarterstaff & Scimitar
Attack Action:
attack with scimitar (nick)
sheath scimitar and draw shortsword (dual wielder bonus interactions on attack)
nick attack with shortsword (vex)
extra attack - cast True Strike and attack with quarterstaff (topple)
sheath shortsword and draw scimitar (dual wielder bonus interactions on attack)
Bonus Action:
cast Shillelagh if not active, or
use dual wielder bonus attack with quarterstaff (topple again if needed)
That's four attacks per round, two of which do force damage, one of which gets a good chunk of extra radiant damage. Plus at character level 8, bladesinger will get access to conjure minor elementals, so up to 8d8 additional damage every round. I'd take War Caster at bladesinger 8, but past that I haven't figured out what feats to go for. For example, I might do cold caster and elemental adept (cold) to max out my int, pierce cold resistance, and hurt a target's saving throws 1/round when attacking with cold damage from conjure minor elementals.
Anyone have thoughts?
Get some good ability score improvements.
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Hi!!!! Wanna make a pact with him? Pm me if you want to! IL tell you the take offs!
I'm also an Anime and Fortnite fun.(and homebrewingstudent-master)
You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar.
That is not even close to a universally accepted interpretation
Good luck finding a DM that allows a Weapon Mastery property to apply to an attack made with a different weapon that does not have that property, or to have something with a condition occur before that condition is fulfilled.
Even if the rules allowed this build to work. It still isn't that good; you'd be better off taking valor bard/warlock1/fighter2 and making a bunch of attacks with Eldritch Blast.
And even that build isn't universally accepted. I've played with tables that don't even allow abilities outside of the core rules. It still was fun. You don't need to make a powerful character to have fun.
(This is the truth for me, it probably is the truth for you to.)
You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar.
That is not even close to a universally accepted interpretation
Good luck finding a DM that allows a Weapon Mastery property to apply to an attack made with a different weapon that does not have that property, or to have something with a condition occur before that condition is fulfilled.
I believe "Nick must be used on the enabling attack" is, at least here, the plurality view over "use nick on the light extra attack" or "use nick on one of the two". At least some of those people are likely DMs, and they are unlikely to be the only ones.
I happen to agree with you, but it is not RAW, or even clear.
You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar.
That is not even close to a universally accepted interpretation
Good luck finding a DM that allows a Weapon Mastery property to apply to an attack made with a different weapon that does not have that property, or to have something with a condition occur before that condition is fulfilled.
I don't have to look far - every DM I play with where it's come up, including myself, rules it simply as a Nick weapon must be used as part of the sequence to trigger the Nick attack, just as a Light weapon must be used as part of the sequence to trigger the extra Light attack
Without more specific language on how it's supposed to work (which WOTC's track record suggests we might not ever get, because they generally like tables to make their own calls), it's simply not worth the headache of keeping track on which attack was the "Nick" attack versus the triggering attack versus the whatever other attack(s) you're making, even if I thought that was RAW (which I very much do not)
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Such character at my table couldn't pull this off for many reasons, Quick Draw can draw or stow, not both, Extra Attack of the Light Property is made with Nick weapon, Mistletoe requires a hand free to access etc.
What could be done while equipped with a Quarterstaff & Shortsword is;
Attack with Shortsword and unequip it [Attack Action]
Equip Scimitar [Free Object Interaction]
Attack with Scimitar and unequip it [Nick Mastery]
Cast True Strike and attack with Quaterstaff [Extra Attack]
Cast Shillelagh OR Attack with Quarterstaff [Bonus Action]
I was going to build a bladesinger and was looking to optimize it. It seems to me that it might be optimal to get first level as a fighter before moving on to bladesinging. My thought was:
The build is pretty standard until character level 7, when they unlock bladesinger 6 for extra attack. At this point, they unlock the true power of their attack sequence:
That's four attacks per round, two of which do force damage, one of which gets a good chunk of extra radiant damage. Plus at character level 8, bladesinger will get access to conjure minor elementals, so up to 8d8 additional damage every round. I'd take War Caster at bladesinger 8, but past that I haven't figured out what feats to go for. For example, I might do cold caster and elemental adept (cold) to max out my int, pierce cold resistance, and hurt a target's saving throws 1/round when attacking with cold damage from conjure minor elementals.
Anyone have thoughts?
Make sure your dm is OK with you casting with your hands full all the time, should be OK as a bladesigner but check.
I would also ask about storing and drawing weapon every turn, legal raw but not ever dm is going to love it.
Would also check that dm is OK with the interaction of nick and dual wielder giving you two extra attacks, is how it works raw but worth discussing.
14th level ability is redundant with dual welder but pretty late.
You might want to consider war caster, you have proficiency and int added to concentration so might be enough but you are taking lots of hits and losing cme sucks.
Playing a single class blade singer using Shillelagh and blade song can jam your bonus action, it is not a problem but is something to be aware of.
I am enjoying the character and hope you do also.
Why Shillelagh?
The marginal damage increase you get out of it is less than the marginal damage increase you get by attacking again with your quarterstaff for a round.
Also, unless you really love topple (which I suppose you do), I'm not convinced that you're gaining much with all the weapon swapping that you don't get from just attacking more with a vex weapon.
Also, some of the rules interpretations you're using to get this to work are iffy at best:
Most people's interpretation of DW is that you can draw two or stow two, but not draw and stow. If your DM disagrees, more power to you, but they may well not.
Whether you get to draw or stow on the True Strike is an interesting question:
Once again, your DM will determine the answer. Neither of these points has a RAW answer, though the draw/stow one is approximately 95% RAW against you.
Shillelagh is great. At level 5, you're looking at ~2 damage more per swing. At higher levels, that gets as high as ~4 damage per swing. Not only that, but it gives you the option of doing force damage. What's not to love? With 2 attacks per round, it's 8 damage per round bonus over just using a d6 weapon, or at least a couple damage higher than when using a d8 weapon like rapier.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
I guess a person could interpret it as having to do the same operation to both weapons. If that's the case, though, it's not a big deal. You just have to adjust the attacks like so:
Problem solved. This actually works better. Nick, in 5.5e, no longer has language that forces the nick weapon to be in one's hand when starting the attack action. So this way, you trigger vex and go for the fast prone condition, then the rest of the attacks are all at advantage.
It shouldn't be an issue since I can just stow a weapon before I cast True Strike. With that I'll always have a free hand when I cast True Strike.
Yeah that's unfortunate. However, I need dual wielder to work with Shillelagh staff anyway. I could use a club, but then I lose topple, which is pretty nice since I'm on top of people already.
War Caster is already in my plan for my level 8 wizard feat. I agree that it's a must-have!
I considered just using a club and dropping dual wielder, but topple on the quarterstaff is so much better than slow on the club, plus getting the bonus action attack so much earlier is great, too.
I'm glad you're having a good time with it! I hope I can develop this guy out over a nice, long campaign. There's something cool about a fighting wizard swapping weapons around. It's like a magical whirlwind flurry or something.
If your plan is to play this character is to use that attack sequence as your go-to combat style then you'd be much better off going Eldritch Knight rather than bladesigner as you would unlock that attack sequence at the same level (7) but would have had Extra Attack since level 5, and would have an extra ASI allowing you to have increased your INT to +4 by then instead of the +3 your proposed build will have. Plus you could have STR as your secondary stat giving you 18 AC through heavy armour, rather than AC of 16 you'd have with Studded Leather and +3 DEX.
This rotation doesn't actually work. You must make the "Nick" attack with your Nick weapon -> i.e. the Scimitar. And it must happen after making an attack with a different Light weapon.
So you'd need to start by holding a Shortsword + Quarterstaff.
However, I don't know why you want to carry around a Quarterstaff and use some BAs for Shillelagh for 1 attack per turn.
Actually, blade singers cannot wear any armor. I would be using mage armor along with the bladesinger bonuses. If I don armor or use a shield, blade song ends instantly. Being a blade singer gives me access to the full nine levels of wizard spells. Also I don't want to be an eldritch knight, i want to be a bladesinger 😁
That is not even close to a universally accepted interpretation
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The timing of Nick is much debated, and ultimately unwritten. It's yet another rules call for their DM.
But ultimately, whether it's Nick on enabling attack, or Nick on light property attack, it doesn't affect their sequencing -- they just exchange the two in the order.
Force damage is mostly irrelevant, especially in 5.5 -- resistance to bludgeoning isn't that common, and you're a wizard, so you have better options when it comes up. (Which adds even more dubiousness to your spell choice. Why Shillelagh and not Shadow Blade or some other magical weapon spell.)
And, while 2 damage may be better than nothing, it's not a big deal all told, especially when you're giving up an origin feat just to get it. Savage attacker might actually be better, especially when combined with getting a bonus action attack round one. (Not gonna do the math on that -- I totally don't care enough, and it's complex.)
(And your damage numbers at 17th level are way too far away to be a primary concern, unless you're just theorycrafting.)
Don't know what you're quoting here. The relevant text from the entry in the glossary is:
And there are people on here who will fight you on what gets to be part of the attack action.
Even I, who have a much more permissive stance on rules interpretation than many here, am unsure you're not way out over your skis on this one. (Mostly because we're talking about replacement abilities, which have very little actual text to work with when understanding how they work in the rules model.)
The main reason is that, as I mentioned in the title, 5e legacy stuff isn't allowed, especially Tasha's. So shadow blade is not in the game. The only books to which we will have access are the 5.5e specific publishes. I don't have booming blade, green fire blade, or many of the other things that a lot of people take for granted such as the obviously amazing Shadow blade.
I realize now though that I can't sheath or unsheath a weapon during the bonus action attack , so I'll have to see how the DM interprets the dual wield thing.
Get some good ability score improvements.
Hi!!!! Wanna make a pact with him? Pm me if you want to! IL tell you the take offs!
I'm also an Anime and Fortnite fun.(and homebrewing student-master)
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Pm me the word avocado.
You might be but what about the rest of your party?
Good luck finding a DM that allows a Weapon Mastery property to apply to an attack made with a different weapon that does not have that property, or to have something with a condition occur before that condition is fulfilled.
Even if the rules allowed this build to work. It still isn't that good; you'd be better off taking valor bard/warlock1/fighter2 and making a bunch of attacks with Eldritch Blast.
And even that build isn't universally accepted. I've played with tables that don't even allow abilities outside of the core rules. It still was fun. You don't need to make a powerful character to have fun.
(This is the truth for me, it probably is the truth for you to.)
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Current Dice Code: [roll]1d6[/roll] + [roll]1d6[/roll] + [roll]1d6[/roll] + [roll]1d6[/roll] + [roll]1d6[/roll] = [roll][roll:-5]+[roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I believe "Nick must be used on the enabling attack" is, at least here, the plurality view over "use nick on the light extra attack" or "use nick on one of the two". At least some of those people are likely DMs, and they are unlikely to be the only ones.
I happen to agree with you, but it is not RAW, or even clear.
I don't have to look far - every DM I play with where it's come up, including myself, rules it simply as a Nick weapon must be used as part of the sequence to trigger the Nick attack, just as a Light weapon must be used as part of the sequence to trigger the extra Light attack
Without more specific language on how it's supposed to work (which WOTC's track record suggests we might not ever get, because they generally like tables to make their own calls), it's simply not worth the headache of keeping track on which attack was the "Nick" attack versus the triggering attack versus the whatever other attack(s) you're making, even if I thought that was RAW (which I very much do not)
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Such character at my table couldn't pull this off for many reasons, Quick Draw can draw or stow, not both, Extra Attack of the Light Property is made with Nick weapon, Mistletoe requires a hand free to access etc.
What could be done while equipped with a Quarterstaff & Shortsword is;
Unless I am missing something a Bladesinger must fight with only one weapn and no shield or the Blade Dance will not work? Was this changed in 2024?
Bladesong only works with one-handed weapons, but there's nothing in either version saying you can't use two one-handed weapons.
Neither version of the Bladesinger is allowed to use a shield while Bladesinging, but I don't think anyone in this thread has suggested that.
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